Search in sources :

Example 21 with Plane

use of com.jme3.math.Plane in project jmonkeyengine by jMonkeyEngine.

the class TestPhysicsReadWrite method simpleInitApp.

@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bulletAppState.setDebugEnabled(true);
    physicsRootNode = new Node("PhysicsRootNode");
    rootNode.attachChild(physicsRootNode);
    // Add a physics sphere to the world
    Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
    physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
    rootNode.attachChild(physicsSphere);
    getPhysicsSpace().add(physicsSphere);
    // Add a physics sphere to the world using the collision shape from sphere one
    Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1);
    physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
    rootNode.attachChild(physicsSphere2);
    getPhysicsSpace().add(physicsSphere2);
    // Add a physics box to the world
    Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1);
    physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f);
    physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f));
    rootNode.attachChild(physicsBox);
    getPhysicsSpace().add(physicsBox);
    // Add a physics cylinder to the world
    Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1);
    physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0));
    rootNode.attachChild(physicsCylinder);
    getPhysicsSpace().add(physicsCylinder);
    // an obstacle mesh, does not move (mass=0)
    Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
    node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
    rootNode.attachChild(node2);
    getPhysicsSpace().add(node2);
    // the floor mesh, does not move (mass=0)
    Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0);
    node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
    rootNode.attachChild(node3);
    getPhysicsSpace().add(node3);
    // Join the physics objects with a Point2Point joint
    HingeJoint joint = new HingeJoint(physicsSphere.getControl(RigidBodyControl.class), physicsBox.getControl(RigidBodyControl.class), new Vector3f(-2, 0, 0), new Vector3f(2, 0, 0), Vector3f.UNIT_Z, Vector3f.UNIT_Z);
    getPhysicsSpace().add(joint);
    //save and load the physicsRootNode
    try {
        //remove all physics objects from physics space
        getPhysicsSpace().removeAll(physicsRootNode);
        physicsRootNode.removeFromParent();
        //export to byte array
        ByteArrayOutputStream bout = new ByteArrayOutputStream();
        BinaryExporter.getInstance().save(physicsRootNode, bout);
        //import from byte array
        ByteArrayInputStream bin = new ByteArrayInputStream(bout.toByteArray());
        BinaryImporter imp = BinaryImporter.getInstance();
        imp.setAssetManager(assetManager);
        Node newPhysicsRootNode = (Node) imp.load(bin);
        //add all physics objects to physics space
        getPhysicsSpace().addAll(newPhysicsRootNode);
        rootNode.attachChild(newPhysicsRootNode);
    } catch (IOException ex) {
        Logger.getLogger(TestPhysicsReadWrite.class.getName()).log(Level.SEVERE, null, ex);
    }
}
Also used : HingeJoint(com.jme3.bullet.joints.HingeJoint) Plane(com.jme3.math.Plane) Node(com.jme3.scene.Node) ByteArrayOutputStream(java.io.ByteArrayOutputStream) IOException(java.io.IOException) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl) Sphere(com.jme3.scene.shape.Sphere) BinaryImporter(com.jme3.export.binary.BinaryImporter) ByteArrayInputStream(java.io.ByteArrayInputStream) BulletAppState(com.jme3.bullet.BulletAppState) Vector3f(com.jme3.math.Vector3f)

Example 22 with Plane

use of com.jme3.math.Plane in project jmonkeyengine by jMonkeyEngine.

the class TestSceneWater method simpleInitApp.

public void simpleInitApp() {
    this.flyCam.setMoveSpeed(10);
    Node mainScene = new Node();
    cam.setLocation(new Vector3f(-27.0f, 1.0f, 75.0f));
    cam.setRotation(new Quaternion(0.03f, 0.9f, 0f, 0.4f));
    // load sky
    mainScene.attachChild(SkyFactory.createSky(assetManager, "Textures/Sky/Bright/BrightSky.dds", false));
    File file = new File("wildhouse.zip");
    if (file.exists()) {
        useHttp = false;
    }
    // load the level from zip or http zip
    if (useHttp) {
        assetManager.registerLocator("https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/jmonkeyengine/wildhouse.zip", HttpZipLocator.class);
    } else {
        assetManager.registerLocator("wildhouse.zip", ZipLocator.class);
    }
    Spatial scene = assetManager.loadModel("main.scene");
    DirectionalLight sun = new DirectionalLight();
    Vector3f lightDir = new Vector3f(-0.37352666f, -0.50444174f, -0.7784704f);
    sun.setDirection(lightDir);
    sun.setColor(ColorRGBA.White.clone().multLocal(2));
    scene.addLight(sun);
    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
    //add lightPos Geometry
    Sphere lite = new Sphere(8, 8, 3.0f);
    Geometry lightSphere = new Geometry("lightsphere", lite);
    lightSphere.setMaterial(mat);
    Vector3f lightPos = lightDir.multLocal(-400);
    lightSphere.setLocalTranslation(lightPos);
    rootNode.attachChild(lightSphere);
    SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager);
    waterProcessor.setReflectionScene(mainScene);
    waterProcessor.setDebug(false);
    waterProcessor.setLightPosition(lightPos);
    waterProcessor.setRefractionClippingOffset(1.0f);
    //setting the water plane
    Vector3f waterLocation = new Vector3f(0, -20, 0);
    waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
    WaterUI waterUi = new WaterUI(inputManager, waterProcessor);
    waterProcessor.setWaterColor(ColorRGBA.Brown);
    waterProcessor.setDebug(true);
    //lower render size for higher performance
    //        waterProcessor.setRenderSize(128,128);
    //raise depth to see through water
    //        waterProcessor.setWaterDepth(20);
    //lower the distortion scale if the waves appear too strong
    //        waterProcessor.setDistortionScale(0.1f);
    //lower the speed of the waves if they are too fast
    //        waterProcessor.setWaveSpeed(0.01f);
    Quad quad = new Quad(400, 400);
    //the texture coordinates define the general size of the waves
    quad.scaleTextureCoordinates(new Vector2f(6f, 6f));
    Geometry water = new Geometry("water", quad);
    water.setShadowMode(ShadowMode.Receive);
    water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
    water.setMaterial(waterProcessor.getMaterial());
    water.setLocalTranslation(-200, -20, 250);
    rootNode.attachChild(water);
    viewPort.addProcessor(waterProcessor);
    mainScene.attachChild(scene);
    rootNode.attachChild(mainScene);
}
Also used : Quad(com.jme3.scene.shape.Quad) Node(com.jme3.scene.Node) Material(com.jme3.material.Material) SimpleWaterProcessor(com.jme3.water.SimpleWaterProcessor) Sphere(com.jme3.scene.shape.Sphere) Geometry(com.jme3.scene.Geometry) Spatial(com.jme3.scene.Spatial) DirectionalLight(com.jme3.light.DirectionalLight) File(java.io.File)

Example 23 with Plane

use of com.jme3.math.Plane in project jmonkeyengine by jMonkeyEngine.

the class CurvesTemporalMesh method loadBevelObject.

/**
     * The method loads the bevel object that sould be applied to curve. It can either be another curve or a generated one
     * based on the bevel generating parameters in blender.
     * @param curveStructure
     *            the structure with the curve's data (the curve being loaded, NOT the bevel curve)
     * @return the curve's bevel object
     * @throws BlenderFileException
     *             an exception is thrown when problems with reading occur
     */
@SuppressWarnings("unchecked")
private CurvesTemporalMesh loadBevelObject(Structure curveStructure) throws BlenderFileException {
    CurvesTemporalMesh bevelObject = null;
    Pointer pBevelObject = (Pointer) curveStructure.getFieldValue("bevobj");
    boolean cyclic = false;
    if (pBevelObject.isNotNull()) {
        Structure bevelObjectStructure = pBevelObject.fetchData().get(0);
        DynamicArray<Number> scaleArray = (DynamicArray<Number>) bevelObjectStructure.getFieldValue("size");
        Vector3f scale = blenderContext.getBlenderKey().isFixUpAxis() ? new Vector3f(scaleArray.get(0).floatValue(), scaleArray.get(1).floatValue(), scaleArray.get(2).floatValue()) : new Vector3f(scaleArray.get(0).floatValue(), scaleArray.get(2).floatValue(), scaleArray.get(1).floatValue());
        Pointer pBevelStructure = (Pointer) bevelObjectStructure.getFieldValue("data");
        Structure bevelStructure = pBevelStructure.fetchData().get(0);
        bevelObject = new CurvesTemporalMesh(bevelStructure, scale, false, blenderContext);
        // transforming the bezier lines from plane XZ to plane YZ
        for (BezierLine bl : bevelObject.beziers) {
            for (Vector3f v : bl.vertices) {
                // casting the bezier curve orthogonally on the plane XZ (making Y = 0) and then moving the plane XZ to ZY in a way that:
                // -Z => +Y and +X => +Z and +Y => +X (but because casting would make Y = 0, then we simply set X = 0)
                v.y = -v.z;
                v.z = v.x;
                v.x = 0;
            }
            // bevel curves should not have repeated the first vertex at the end when they are cyclic (this is handled differently)
            if (bl.isCyclic()) {
                bl.removeLastVertex();
            }
        }
    } else {
        // this option is inactive in blender when there is no bevel object applied
        fillCaps = false;
        int bevResol = ((Number) curveStructure.getFieldValue("bevresol")).intValue();
        float extrude = ((Number) curveStructure.getFieldValue("ext1")).floatValue();
        float bevelDepth = ((Number) curveStructure.getFieldValue("ext2")).floatValue();
        float offset = ((Number) curveStructure.getFieldValue("offset", 0)).floatValue();
        if (offset != 0) {
            // TODO: add support for offset parameter
            LOGGER.warning("Offset parameter not yet supported.");
        }
        Curve bevelCurve = null;
        if (bevelDepth > 0.0f) {
            float handlerLength = bevelDepth / 2.0f;
            cyclic = !isFront && !isBack;
            List<Vector3f> conrtolPoints = new ArrayList<Vector3f>();
            // when neither fron and back face is selected all version behave the same and draw full bevel around the curve
            if (cyclic || blenderContext.getBlenderVersion() < 253) {
                conrtolPoints.add(new Vector3f(0, -extrude - bevelDepth, 0));
                conrtolPoints.add(new Vector3f(0, -extrude - bevelDepth, -handlerLength));
                conrtolPoints.add(new Vector3f(0, -extrude - handlerLength, -bevelDepth));
                conrtolPoints.add(new Vector3f(0, -extrude, -bevelDepth));
                conrtolPoints.add(new Vector3f(0, -extrude + handlerLength, -bevelDepth));
                if (extrude > 0) {
                    conrtolPoints.add(new Vector3f(0, extrude - handlerLength, -bevelDepth));
                    conrtolPoints.add(new Vector3f(0, extrude, -bevelDepth));
                    conrtolPoints.add(new Vector3f(0, extrude + handlerLength, -bevelDepth));
                }
                conrtolPoints.add(new Vector3f(0, extrude + bevelDepth, -handlerLength));
                conrtolPoints.add(new Vector3f(0, extrude + bevelDepth, 0));
                if (cyclic) {
                    conrtolPoints.add(new Vector3f(0, extrude + bevelDepth, handlerLength));
                    conrtolPoints.add(new Vector3f(0, extrude + handlerLength, bevelDepth));
                    conrtolPoints.add(new Vector3f(0, extrude, bevelDepth));
                    conrtolPoints.add(new Vector3f(0, extrude - handlerLength, bevelDepth));
                    if (extrude > 0) {
                        conrtolPoints.add(new Vector3f(0, -extrude + handlerLength, bevelDepth));
                        conrtolPoints.add(new Vector3f(0, -extrude, bevelDepth));
                        conrtolPoints.add(new Vector3f(0, -extrude - handlerLength, bevelDepth));
                    }
                    conrtolPoints.add(new Vector3f(0, -extrude - bevelDepth, handlerLength));
                    conrtolPoints.add(new Vector3f(0, -extrude - bevelDepth, 0));
                }
            } else {
                if (extrude > 0) {
                    if (isBack) {
                        conrtolPoints.add(new Vector3f(0, -extrude - bevelDepth, 0));
                        conrtolPoints.add(new Vector3f(0, -extrude - bevelDepth, -handlerLength));
                        conrtolPoints.add(new Vector3f(0, -extrude - handlerLength, -bevelDepth));
                    }
                    conrtolPoints.add(new Vector3f(0, -extrude, -bevelDepth));
                    conrtolPoints.add(new Vector3f(0, -extrude + handlerLength, -bevelDepth));
                    conrtolPoints.add(new Vector3f(0, extrude - handlerLength, -bevelDepth));
                    conrtolPoints.add(new Vector3f(0, extrude, -bevelDepth));
                    if (isFront) {
                        conrtolPoints.add(new Vector3f(0, extrude + handlerLength, -bevelDepth));
                        conrtolPoints.add(new Vector3f(0, extrude + bevelDepth, -handlerLength));
                        conrtolPoints.add(new Vector3f(0, extrude + bevelDepth, 0));
                    }
                } else {
                    if (isFront && isBack) {
                        conrtolPoints.add(new Vector3f(0, -bevelDepth, 0));
                        conrtolPoints.add(new Vector3f(0, -bevelDepth, -handlerLength));
                        conrtolPoints.add(new Vector3f(0, -handlerLength, -bevelDepth));
                        conrtolPoints.add(new Vector3f(0, 0, -bevelDepth));
                        conrtolPoints.add(new Vector3f(0, handlerLength, -bevelDepth));
                        conrtolPoints.add(new Vector3f(0, bevelDepth, -handlerLength));
                        conrtolPoints.add(new Vector3f(0, bevelDepth, 0));
                    } else {
                        if (isBack) {
                            conrtolPoints.add(new Vector3f(0, -bevelDepth, 0));
                            conrtolPoints.add(new Vector3f(0, -bevelDepth, -handlerLength));
                            conrtolPoints.add(new Vector3f(0, -handlerLength, -bevelDepth));
                            conrtolPoints.add(new Vector3f(0, 0, -bevelDepth));
                        } else {
                            conrtolPoints.add(new Vector3f(0, 0, -bevelDepth));
                            conrtolPoints.add(new Vector3f(0, handlerLength, -bevelDepth));
                            conrtolPoints.add(new Vector3f(0, bevelDepth, -handlerLength));
                            conrtolPoints.add(new Vector3f(0, bevelDepth, 0));
                        }
                    }
                }
            }
            bevelCurve = new Curve(new Spline(SplineType.Bezier, conrtolPoints, 0, false), bevResol);
        } else if (extrude > 0.0f) {
            Spline bevelSpline = new Spline(SplineType.Linear, new Vector3f[] { new Vector3f(0, extrude, 0), new Vector3f(0, -extrude, 0) }, 1, false);
            bevelCurve = new Curve(bevelSpline, bevResol);
        }
        if (bevelCurve != null) {
            bevelObject = new CurvesTemporalMesh(blenderContext);
            FloatBuffer vertsBuffer = (FloatBuffer) bevelCurve.getBuffer(Type.Position).getData();
            Vector3f[] verts = BufferUtils.getVector3Array(vertsBuffer);
            if (cyclic) {
                // get rid of the last vertex which is identical to the first one
                verts = Arrays.copyOf(verts, verts.length - 1);
            }
            bevelObject.beziers.add(new BezierLine(verts, 0, false, cyclic));
        }
    }
    return bevelObject;
}
Also used : Curve(com.jme3.scene.shape.Curve) ArrayList(java.util.ArrayList) Pointer(com.jme3.scene.plugins.blender.file.Pointer) FloatBuffer(java.nio.FloatBuffer) Spline(com.jme3.math.Spline) DynamicArray(com.jme3.scene.plugins.blender.file.DynamicArray) Vector3f(com.jme3.math.Vector3f) Structure(com.jme3.scene.plugins.blender.file.Structure)

Example 24 with Plane

use of com.jme3.math.Plane in project jmonkeyengine by jMonkeyEngine.

the class UVProjectionGenerator method tubeProjection.

/**
     * Tube projection for 2D textures.
     * 
     * @param positions
     *            points to be projected
     * @param bt
     *            the bounding tube for projecting
     * @return UV coordinates after the projection
     */
public static float[] tubeProjection(float[] positions, BoundingTube bt) {
    float[] uvCoordinates = new float[positions.length / 3 * 2];
    Vector3f v = new Vector3f();
    float cx = bt.getCenter().x, cz = bt.getCenter().z;
    Vector3f uBase = new Vector3f(0, 0, -1);
    float vBase = bt.getCenter().y - bt.getHeight() * 0.5f;
    for (int i = 0, j = 0; i < positions.length; i += 3, j += 2) {
        // calculating U
        v.set(positions[i] - cx, 0, positions[i + 2] - cz);
        v.normalizeLocal();
        // result between [0; PI]
        float angle = v.angleBetween(uBase);
        if (v.x < 0) {
            // the angle should be greater than PI, we're on the other part of the image then
            angle = FastMath.TWO_PI - angle;
        }
        uvCoordinates[j] = angle / FastMath.TWO_PI;
        // calculating V
        float y = positions[i + 1];
        uvCoordinates[j + 1] = (y - vBase) / bt.getHeight();
    }
    // looking for splitted triangles
    Triangle triangle = new Triangle();
    for (int i = 0; i < positions.length; i += 9) {
        triangle.set(0, positions[i], positions[i + 1], positions[i + 2]);
        triangle.set(1, positions[i + 3], positions[i + 4], positions[i + 5]);
        triangle.set(2, positions[i + 6], positions[i + 7], positions[i + 8]);
        float sgn1 = Math.signum(triangle.get1().x - cx);
        float sgn2 = Math.signum(triangle.get2().x - cx);
        float sgn3 = Math.signum(triangle.get3().x - cx);
        float xSideFactor = sgn1 + sgn2 + sgn3;
        float ySideFactor = Math.signum(triangle.get1().z - cz) + Math.signum(triangle.get2().z - cz) + Math.signum(triangle.get3().z - cz);
        if ((xSideFactor > -3 || xSideFactor < 3) && ySideFactor < 0) {
            // the triangle is on the splitting plane
            if (sgn1 == 1.0f) {
                uvCoordinates[i / 3 * 2] += 1.0f;
            }
            if (sgn2 == 1.0f) {
                uvCoordinates[(i / 3 + 1) * 2] += 1.0f;
            }
            if (sgn3 == 1.0f) {
                uvCoordinates[(i / 3 + 2) * 2] += 1.0f;
            }
        }
    }
    return uvCoordinates;
}
Also used : Vector3f(com.jme3.math.Vector3f) Triangle(com.jme3.math.Triangle)

Example 25 with Plane

use of com.jme3.math.Plane in project jmonkeyengine by jMonkeyEngine.

the class UVProjectionGenerator method sphereProjection.

/**
     * Sphere projection for 2D textures.
     * 
     * @param positions
     *            points to be projected
     * @param bb
     *            the bounding box for projecting
     * @return UV coordinates after the projection
     */
public static float[] sphereProjection(float[] positions, BoundingSphere bs) {
    // TODO: rotate it to be vertical
    float[] uvCoordinates = new float[positions.length / 3 * 2];
    Vector3f v = new Vector3f();
    float cx = bs.getCenter().x, cy = bs.getCenter().y, cz = bs.getCenter().z;
    Vector3f uBase = new Vector3f(0, -1, 0);
    Vector3f vBase = new Vector3f(0, 0, -1);
    for (int i = 0, j = 0; i < positions.length; i += 3, j += 2) {
        // calculating U
        v.set(positions[i] - cx, positions[i + 1] - cy, 0);
        v.normalizeLocal();
        // result between [0; PI]
        float angle = v.angleBetween(uBase);
        if (v.x < 0) {
            // the angle should be greater than PI, we're on the other part of the image then
            angle = FastMath.TWO_PI - angle;
        }
        uvCoordinates[j] = angle / FastMath.TWO_PI;
        // calculating V
        v.set(positions[i] - cx, positions[i + 1] - cy, positions[i + 2] - cz);
        v.normalizeLocal();
        // result between [0; PI]
        angle = v.angleBetween(vBase);
        uvCoordinates[j + 1] = angle / FastMath.PI;
    }
    // looking for splitted triangles
    Triangle triangle = new Triangle();
    for (int i = 0; i < positions.length; i += 9) {
        triangle.set(0, positions[i], positions[i + 1], positions[i + 2]);
        triangle.set(1, positions[i + 3], positions[i + 4], positions[i + 5]);
        triangle.set(2, positions[i + 6], positions[i + 7], positions[i + 8]);
        float sgn1 = Math.signum(triangle.get1().x - cx);
        float sgn2 = Math.signum(triangle.get2().x - cx);
        float sgn3 = Math.signum(triangle.get3().x - cx);
        float xSideFactor = sgn1 + sgn2 + sgn3;
        float ySideFactor = Math.signum(triangle.get1().y - cy) + Math.signum(triangle.get2().y - cy) + Math.signum(triangle.get3().y - cy);
        if ((xSideFactor > -3 || xSideFactor < 3) && ySideFactor < 0) {
            // the triangle is on the splitting plane
            if (sgn1 == 1.0f) {
                uvCoordinates[i / 3 * 2] += 1.0f;
            }
            if (sgn2 == 1.0f) {
                uvCoordinates[(i / 3 + 1) * 2] += 1.0f;
            }
            if (sgn3 == 1.0f) {
                uvCoordinates[(i / 3 + 2) * 2] += 1.0f;
            }
        }
    }
    return uvCoordinates;
}
Also used : Vector3f(com.jme3.math.Vector3f) Triangle(com.jme3.math.Triangle)

Aggregations

Vector3f (com.jme3.math.Vector3f)20 Plane (com.jme3.math.Plane)9 Sphere (com.jme3.scene.shape.Sphere)7 TempVars (com.jme3.util.TempVars)7 RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)6 Material (com.jme3.material.Material)6 Geometry (com.jme3.scene.Geometry)6 Node (com.jme3.scene.Node)6 BulletAppState (com.jme3.bullet.BulletAppState)4 Quad (com.jme3.scene.shape.Quad)4 MeshCollisionShape (com.jme3.bullet.collision.shapes.MeshCollisionShape)3 Box (com.jme3.scene.shape.Box)3 CollisionResult (com.jme3.collision.CollisionResult)2 AmbientLight (com.jme3.light.AmbientLight)2 DirectionalLight (com.jme3.light.DirectionalLight)2 Triangle (com.jme3.math.Triangle)2 Camera (com.jme3.renderer.Camera)2 Spatial (com.jme3.scene.Spatial)2 Structure (com.jme3.scene.plugins.blender.file.Structure)2 Texture (com.jme3.texture.Texture)2